Showing Posts For Morgue.2356:
Super Speed from the Slick Shoes skill claims to double our speed. In reality, it only gives us 30% more speed, the same as Swiftness but does not stack with any other swiftness ability.
I mention this just above. When you enter combat you slow down significantly. This removes that natural combat slow and gives swiftness on top of that, making you move double the speed of normal combat movement.
Inventions
Low Health Response System
- Does not have an internal cooldown. Will easily stack to a minute if you bounce around 25% hp.
Stabilized Armor
- Seems to be inverse. Take more damage at full Endurance.
Reinforced Shield
- 90 Toughness is removed when swapped to kits. Static Shield does not have reduced cooldown when Shield Throw is used.
Elite Supplies
- Mortar range is unaffected.
Rifle Turret Barrels
- Damage increase does not seem to work.
- Range increase does not seem to work for turrets other than the Rifle Turret.
- Range increase does not work for Mortar.
Alchemy
- Increased boon duration does not affect Elixir U, Elixir S, Invigorating speed and Infused Precision.
Potent Elixirs
- Increases duration on Elixir B too much.
- Does not affect Toss Elixir B.
- Does not affect Toss Elixir S.
- Does not affect Elixir X.
- Does not affect Elixir U.
- Does not affect Elixir Gun abilities.
Fast-Acting Elixirs
- Does not affect Elixir Gun abilities.
- Does not affect Elixir S.
- Does not affect Elixir Tosses.
Transmute
- Seems to be affecting incoming boons as well.
- Periodically using elixirs (thrown or consumed) will grant random boons. Toss Elixir H seems to activate this often, providing random 2 seconds boons.
Deadly Mixture
- Does not affect conditions.
Autotool Installation
- Bug observed with trait where, after long periods of turret deployment, Turret Overcharge abilities will disappear. Instead the original drop turret ability will be in its place. Using the ability will destroy the old turret and create a new turret.
Cleaning Formula 409
- Elixir toss condition removal unreliable.
- Works inversely with Elixir C rendering it useless.
- Elixir Gun skills do not remove conditions.
Automated Response
- Does not clear current conditions.
Tools
- Passive Toolbelt cooldown reduction does not affect Mine Field. Several other abilities receive less than reduction.
Adrenaline Pump
- Does not trigger on Turret toolbelt skills.
Kit Refinement
- Randomly stops working.
- Does not work with Elixir Gun underwater.
Always Prepared
- Flamethrower or Elixir Gun cannot be picked up by other players in sPVP.
Scope
- Does not seem to work.
Speedy Gadgets
- Does not affect Throw Mine.
Power Wrench
- Cooldown reduction does not affect Gear Shield and Magnet.
- Cripple applies 1 second on Smack and Whack and 2 seconds on Thwack.
Deployable Turrets
- Replaces Regenerating Mist (toolbelt skill) with Healing Turret (original non throwable skill).
- Does not affect turrets that were unlocked after aquiring the trait in PVE.
Adrenal Implants
- Does not work.
Enduring Damage
- Does not work.
(edited by Morgue.2356)
Traits
Explosives
Acidic Elixirs
- Elixir U doesn’t cause damage on throw.
- Elixir R’s explosion radius is tiny.
- Does not affect Elixir Gun abilities.
Shrapnel
- Tooltip does not indicate an internal cooldown or duration.
Forceful Explosions
- Does not increase the range on the Poison Grenade field or the Glue Bomb.
- Tooltips do not update to indicate increased range. This causes auto-attacking from the bomb kit to not function despite being in range.
Incendiary Powder
- No indication of cooldown.
Short Fuse
- Grenade Kit does not receive a cooldown reduction while the Grenadier trait is active.
Enhance Performance
- Only triggers from pressing the heal skill key (default 6).
- Does not trigger from any other heal (such as the toolbelt heals or bandages).
Accelerant-Packed Turrets
- Will sometimes fail to trigger on turret death.
- Does not affect turrets in the Supply Crate.
- Is not affected by other explosive traits.
Grenadier
- Adds 2 grenades to Grenade Barrage instead of 1.
- Tooltips do not update to reflect additional grenades.
- Reduces Freeze Grenade cooldown to 15 seconds.
Firearms
Sharpshooter
- Other classes get 33% and 66% chance to bleed in the same location.
- No indication of cooldown.
Knee Shot
- Does not activate on Net Turret shots or Net Attack.
Sitting Duck
- Doesn’t affect conditions.
Rifled Barrels
- Rifle- Does not affect the minimum range on Blunderbuss, just the maximum. Jump Shot only increases by 100 (used to be 200, nerf or bug?)
- Pistol – Does not affect Blow Torch.
- Elixir Rifle – Does not affect Fumigate or Acid Bomb leap range.
Hairline Trigger
- Scatter Mines and Net Wall are not affected.
Fireforged Trigger
- Does not affect Super Elixir, and can periodically not be applied to other abilities.
Precise Sights
- No indication on duration.
Target The Maimed
- Does not affect conditions. Other classes receive 10% in the damage in the same location in the tree instead of 5%.
Coated Bullets
- Explosive Shot will explode at the end of the shot, causing double damage if the target is at max range.
- Similarly, if the target is against an object, explosive shot will explode on the object.
- Poison Dart Volley will also fail to hit properly, shots will go through the target without applying damage or poison.
Healing Turret
- Initial regeneration will only heal 5 per second until another source of regeneration adds to it.
Cleansing Burst
- Unreliable, often wont work when pressed yet cooldown will be consumed. Delay between casting and it going off.
- Can heal without removing conditions.
- Can heal without animation or sound.
Regenerating Mist
- Tooltip is weird. Will apply 3 seconds of regeneration then 3 seconds more immediately afterwards.
- No indication on how long the water field lasts.
- The water field doesnt do anything except provide the field.
Thump
- Sometimes wont fire for 3-5 seconds after the command is given.
Net Turret
- Sometimes dissapears after 10 seconds. This mostly occurs out of combat.
Rocket Turret Detonate
- Does not work under water.
Slick Shoes
- No indication on how long the spray lasts.
Super Speed
- No indication this only works in combat (rather than give you double speed, it simply lets you run at full speed with swiftness in combat, ignoring the speed penalty combat gives you).
- No indication that it ignores movement imparing effects (except immobilize).
Rocket Boots
- Often wont launch you back the full distance.
- Sometimes doesnt cure movement speed conditions.
Throw Mine
- Will remain if you change skills.
Mine Field
- Will remain if you change skills.
Supply Crate
- Does not indicate a duration, which is currently 60 seconds.
Mortar
- Will misfire constantly. Ability cooldowns will be consumed without animation or effect.
- Mortar does not belong to the Engineer for the purposes of control priority (unlike built pvp siege weapons).
- Not affected by explosive traits.
- Size of AoE vs actual area of effect are different.
- Mortars cannot reliably hit walls in WvW.
Grenade Kit
- Grenades in general have a lot of issues.
- While running grenades often wont be cast where you indicate, but will instead fall much shorter.
- Grenades will often split weirdly during the throw, causing one grenade to land far away from the others.
- The grenade animation locks your character into the full animation, and breaking it early to do something generally does not work.
- Dodging while using grenades often causes the character become stuck on the spot, and the player needs to release and repress the movement keys to stop this.
- If you’re in the middle of throwing a grenade and get knocked down or stunned, you’ll often be stuck in position (as per immobilized). Using Overcharged shot or another movement displacer fixes this.
- Due to the arc of grenades, aiming with the mouse (and not clicking) will cause many “out of range” errors.
- Grenades throw faster underwater.
- Grenades are thrown directly down if there is no target underwater.
- Poison Grenade – Poison lasts 3 seconds intead of 5 per application.
- Grenade Barrage – Not usable underwater outside of sPVP.
Due to the slow travel time, long casting animation, lack of auto cast and other bugs listed, grenades are one of the hardest abilities to use reliably in game. This is compounded further if you’re not right next to the server and experience higher latencies. They’re close to unusable in sPVP, and are a gimmick in WvWvW. This
is hurting our class because they’re our highest source of sustained damage.
Utility Skills
- Toolbelt skills do not share cooldowns with their underwater versions.
- Toss Elixir(s) – Don’t work in the clocktower in Battle of Khylo (Elixir R excepted).
Toss Elixir B
- Only applies 1 boon instead of all. Might is only 10 seconds in duration.
- Underwater tooltip is erroneous.
Elixir C
- There is no duration (effect is instant and single).
Toss Elixir C
- Applies a random boon without conditions present.
- No duration, is instant and singular.
- Underwater tooltip is erroneous.
Elixir S
- Wont let you use the Med Kit heal during the transformation.
- Tooltip doesnt indicate the prevention of weapon/toolkit abilities.
- Wont return you to the kit you had before you swap.
- Kits can be equipped and used while under the invulnerability effect.
Toss Elixir S
- Underwater tooltip is erroneous.
Elixir U
- Lasts only 4 seconds.
- Haste effect burns any endurance you have in addition to not letting you regenerate.
- Tooltip suggests you gain a positive ability from another profession instead of a negative
effect.
Toss Elixir U
- Underwater tooltip is erroneous.
- Tooltip gives no indication as to what it does.
Toss Elixir R
- Often doesnt heal 20% per tick.
- Will heal downed allies for about 5% per tick.
*No indication that it creates a field. - Underwater tooltip is erroneous.
Elixir H
- Using it underwater transfers the remaining cooldown to Med Kit when emerging on land.
Toss Elixir H
- Underwater tooltip is erroneous.
Elixir X
- Casting is delayed. A two second cast occurs initially, during which you can move, then a 1 second animation occurs, where you are immobilized.
- Being interrupted by during the 1 second animation causes the cooldown to occur, but you will not be transformed.
- Rampage is chosen far more often than tornado.
Kits
- All kits ignore the stats on weapons and the damage.
- Equipping a kit is the equivalent of equipping a 969 damage weapon with 0 statistics on it.
- All kits ignore sigils in weapons.
- Kit swapping do not trigger weapon swap sigils.
- Equipped kits will unequip after a set time, and randomly during battle.
- Auto attack settings aren’t not kept in between kit swaps.
- Some stuns and knockdowns, all transforms and other abilities remove kits and revert back to the main weapon.
- If we have a kit equipped in PVP, the Hero panel shows our original (PVE) weapon equipped.
Med Kit
- In sPVP and the mists, hitting the med kit button twice equips then stows the kit, everywhere b else it simply reactivates the kit continually.
- Interacts improperly with Elixir S. You can’t activate the medkit heal while under the transform effects of Elixir S, yet the other heals can be.
Drop Antidote
- Tooltip does not indicate it only removes 1 condition.
Elixir Gun
Tranquilizing Dart
- Ability changes randomly. Sometimes it does 1 second of weakness, 4 seconds of bleed. Other times its 3 seconds of each (allowing you to stack weakness up). This seems to be related to a trait.
Elixir F
- Ability changes randomly as Tranquilizing Dart. Durations change. Bouncing fails frequently. Seems to be related to a trait.
Fumigate
- Cannot be cancelled by activating another ability.
Acid Bomb
- Tooltip does not indicate it damages continually. No leap back distance noted.
Super Elixir
- Tooltip numbers are wrong. Clears conditions on initial impact heal. No indication that it creates a water field.
Tool Kit
Throw Wrench
- The return on the wrench often dispersal shortly as it starts to travel back and does not deal damage. Additionally if it does deal damage through a field, it wont apply the field on the return (the wrench will still have the graphic though).
Flamethrower
Flame Jet
- Many issues with targeting and applying the damage.
- The burn effect will not fire periodically.
- Will produce many misses if elevation is different between you and the enemy.
- The cone of targeting will be directly in front of you, or angled towards a selected enemy, regardless of animation.
- The animation will hit mobs the flamethrower isnt facing, causing confusion.
- Flame Jet will sometimes fire directly into the ground, causing misses.
- The flamethrower cant damage most destructibles, and if they can its highly angle dependent.
- Has a 3 target limit.
Flame Blast
- Often clips through geometry, does not seem to trigger until its at the end of its max range.
- Often does not apply damage or simply disappears at the end.
- Will sometimes fire directly into the ground.
- Will often fail and report “Obstructed” if used immediately after Air Blast.
Air Blast
- Often misses for no apparent reason.
- Sometimes cooldown will be consumed without animation or effect.
Incendiary Ammo
- Most abilities will consume this without applying the full 3 burn applications or any burn effect at all. Kit abilities seem to be the most common.
Bomb Kit
Fire Bomb
- Tooltip does not indicate it will be continual.
Smoke Bomb
- Tooltip does not indicate it will be continual.
Glue Bomb
- Tooltip does not indicate only the initial explosion will cause immobilize with continual cripple afterwards
Big Ol’ Bomb
- Does not create Blast combos.
Spent most of the day compiling bugs to start a sticky. You beat me to the punch. Here’s everything i’ve found. I’ve tested most of these, mostly in HotM. Others are accounts i’ve found in various threads with multiple confirmations.
General
- Skills that relocate you on use (Overcharged Shot, Rocket Boots, Acid Bomb, etc) have their distance reduced when chilled.
- Kits can be used in town clothes.
- Almost all tooltips are erroneous in some way, whether being completely wrong or just having the numbers slightly off. Tooltips are generally vague, hard to read and lack consistency. Additionally most talent changes will not be reflected in the tooltips.
- Periodically a skill gets locked (the icon flashes as if you’ve pressed it). While the ability is locked, you cannot change it. Reactivating the ability will fix it.
- Skills change between sPVP and PVE. Some bugs that are present in PVE are missing in sPVP and vice versa.
- Transforming while wearing a kit with a backpack graphic will cause the graphic to float mid air on the spot you transformed.
- There seems to be several issues with abilities not firing at the Clock Tower in Battle of Khylo. This includes explosion effects, fields, thrown elixirs and other abilities.
Skills
Rifle
Hip Shot
- Does not pierce as per piercing talents. It will hit the target you have selected and then ricochet off at weird angels, often not piercing the secondary target at all. This occurs more while moving. Selecting the last in a line of targets will get it to act correctly.
- Will fly over the selected target and climb higher in the air if the target is tall. Alternatively is the target is small, it will fire into the ground. The graphic of the shot will attempt to fly over the head of the target creating a wavering smoke trail.
Net Shot
- Will get snagged on geometry often. This occurs more while moving. Additionally friendly pets and certain constructs will cause obstructed messages.
- The graphic on Net Shot moves incredibly slowly and interacts weirdly with motion. Two characters running at the same speed away from each other on a flat plane. At 1000 distance the Net Shot will not immobilize the target. You must be about 600 distance for it to work while in motion.
Blunderbuss
- Will often consume the cooldown without the effect.
Overcharged Shot
- Often does not remove the effects listed. Will only remove 1 if all 3 are applied.
Jump Shot
- Sluggish ability that forces almost a full second of air time regardless of distance.
- Both leap and landing can cause no damage even if the mob is right in the path.
- Often does not trigger Leap based combo moves.
- Can often make the character rubberband around on landing.
- Will often leap far distances, then rubberband back, causing the character to miss the end damage entirely.
Pistol
Explosive Shot
- Does not count as explosive to any trait affecting explosions.
Poison Dart Volley
- Has a small delay before firing, this seems to cause it to be interrupted by other actions easily.
- Darts fire on angles, mostly missing the target.
- Rarely hits destructible objects.
Static Shot
- Will bounce between 2 targets multiple times (for a total of 4 hits), but it often wont hit 4 targets nor will it bounce back when there are 3 targets.
Blowtorch
- Will often fire to the side. Not just the graphic, the cone of fire seems very inconsistent with the angle you’re facing and the actual area of effect. The flamethrower shares this fault.
- Rarely hits destructable objects.
Glue Shot
- Often the glue puddle will not last 5 seconds and will end early.
- Quickness (+100% animation speed) will affect it negatively and it will end in under 2 seconds.
Shield
Magnetic Inversion
- Will not trigger blast combo.
Throw Shield
- Will not trigger a projectile combo.
Harpoon Gun
Scatter Mines
- Tooltip was changed during a recent build and is incorrect. Each mine applies 2 vulnerability, tooltip does not reflect this. Tooltip damage is incorrect.
Retreating Grapple
- Tooltip damage is incorrect. Targets seem to pull greater than 600 distance.
Timed Charge
- Tooltip was changed during a recent build and is incorrect. Applies a 3 stack bleed to each mob within the explosion radius. Tooltip damage is incorrect.
Net Wall
- Doesn’t activate on collision.
(edited by Morgue.2356)